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Author Topic: TD rules for mapmakers  (Read 9981 times)

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Uzin

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TD rules for mapmakers
« on: June 20, 2013, 06:17:19 AM »

can be read here ( Google translator is your friend, lol):

http://www.panzerkampfwagen.cz/forum/viewthread.php?thread_id=4563&pid=205899#post_205899

or directly here:

Kdyby se n?kdo náhodou cht?l pokusit vytvo?it mapu pro DT musí odpovídat t?mto standard?m:

- žádný chyby na map?, sjídnost silnic, kolejí
- ?eky na vejšce 0 (vyjímku mohou tvo?it horská jezera)
- sjízdnost a korektní umíst?ní most?
- žádný "franken objekty"
- korektní objekty odpovídající map? (takže kostel ze Slovenska nebude v africe)
- nové modely dom? mají korektní kvalitu po?tu polygon?, korektní model zni?ení a textury summer a winter.
- nové modely jsou dodány v z drojovém max souboru a textury v PSD/CDR
- nové modely musí být exportovány do text msh (p?ípadn? budou exportovány v DT pokud tv?rce nemá nástroje)
Podporovány jsou pouze výstupy z exporteru pro 3dsmax9 Maraz IL2 plugin verze 0.6 nebo Fatduck exporter skript 2.52.
- modely v binárním msh se nep?ijímají!
- na map? nesmí být použity foto textury a cokoliv podléhá autorským práv?m
- letišt? musí být pln? funk?ní bez p?ekážek
- lesy a stromy nezasahují do kolejí a slinic
- FPS na map? musí odpovídat zhruba FPS map? Slovenska nebo Krymu.
- mapa j? d?lána komlet od nuly tv?rcem a nepodléhá jiným autorským práv?m
- tvorbu speciálních objekt? jako nap?. p?ehrady je t?eba p?edem konzultovat s n?kým z DT
- mapa by m?la odpovídat období 1939-1945(46) jednomu z WWII bojiš?

hau  magot dne 20-06-2013 13:14
 
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vpmedia

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Re: TD rules for mapmakers
« Reply #1 on: June 20, 2013, 06:47:27 AM »

The russian aviaskins maps may fit these criteria (Zapolare, Donbass, Battle of Moscow).
Other maps use mostly textures from Google Earth so those cant be included.

magot

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Re: TD rules for mapmakers
« Reply #2 on: June 28, 2013, 09:33:17 AM »

translated by Dartatka from SVK, original written in Czech from DT for public:

Quote
- map MUST NOT contain any mistakes, all roads and railroads MUST be passable
- rivers MUST have height of 0 (tarns are an exception)
- all bridges MUST be correctly placed and passable
- objects stitched together from other objects (franken objects) MUST NOT be present
- objects MUST be thematically correct (no churches from Slovakia in Africa)
- new 3D models MUST be in low-polygon standard with correct damage model. Summer AND winter textures MUST be included, even if map is a only summer one.
- new 3D models SHOULD be provided with 3DS Max source file and PSD/CDR textures
- new 3D models SHOULD be exported to msh (they may be exported by DT if creator does not have the tools to do so himself)
Only outputs from 3DS Max9 Maraz IL2 plugin version 0.6 OR Fatduck exporter script 2.52 are supported.
- 3D models provided in binary msh SHALL NOT be accepted.
- map MUST NOT use fototextures or anything under copyright.
- airfields MUST be fully functional without obstructions
- forests and trees MUST NOT intersect with roads or railroads
- FPS MUST be equal or higher as on Slovakia or Crimea
- map SHOULD be created by creator from start and MUST NOT be under any copyright
- creation of special objects as dams MUST be consulted with DT first
- map SHOULD be set in 1939-1945(46) on some WWII battlefield of interest
 
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magot

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Re: TD rules for mapmakers
« Reply #3 on: June 28, 2013, 09:41:22 AM »

The russian aviaskins maps fit these criteria (Zapolare, Donbass, Battle of Moscow)
Not exactly, closer is Donbass but not ready.
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SAS~Poltava

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Re: TD rules for mapmakers
« Reply #4 on: June 28, 2013, 11:10:45 AM »

TD:s patch 4.12 is GREAT, but the only big disappointment is the lack of new maps. It of course limits the scope of the game. And when you compare the stock maps to the huge variety in modded IL-2...  :-\

Hope this will make it possible to lift over some of the many GREAT modded maps around to 4.13.
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farang65

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Re: TD rules for mapmakers
« Reply #5 on: June 28, 2013, 06:17:49 PM »

There's some pretty strict ruling there

why do a new winter object for a tropical map?

Has anyone seen a palm tree or a jungle style hut covered in snow?
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BravoFxTrt

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Re: TD rules for mapmakers
« Reply #6 on: June 28, 2013, 06:54:22 PM »

just in a glass ball  :D
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Uzin

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Re: TD rules for mapmakers
« Reply #7 on: June 29, 2013, 01:58:18 AM »

Can anybody tell me why mapmakers are to follow TD rules ?
When we have all TD patches modded and everybody can install whichever map he wants ?
Just a question.
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magot

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Re: TD rules for mapmakers
« Reply #8 on: June 29, 2013, 02:16:05 AM »

There's some pretty strict ruling there

why do a new winter object for a tropical map?

Has anyone seen a palm tree or a jungle style hut covered in snow?
All new objects after import in game will be ready in FMB for all map, winter/summer/desert not only for any new map.
Desert type objects no need winter texture version.
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magot

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Re: TD rules for mapmakers
« Reply #9 on: June 29, 2013, 02:29:44 AM »

Can anybody tell me why mapmakers are to follow TD rules ?
- there is nobody (with exception 352nd CCHM and SLOT map which are correct)
- because will be always accessible without mods for public? (not all people know mod community and do it download clear game)
- because maps will be always support new version ?
- because will be stable and have good FPS ?
- because will  be accessible in current DS server and will be stable ?

I like some mods aircrafts, ground objects and maps, but mods are mods and clear version in Maddox standards is other thing.
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vpmedia

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Re: TD rules for mapmakers
« Reply #10 on: June 29, 2013, 02:48:50 AM »

I assume that you only need to follow the rules if you want your map included in an official patch.

vpmedia

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Re: TD rules for mapmakers
« Reply #11 on: June 29, 2013, 02:59:32 AM »

just in a glass ball  :D

that was a good one btw :)
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